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com.spriteship/spriteship

REMOTE · SPRITESHIP.COM · SCANNED AUG 17

Build a game's 2D art layer with your agent: characters, animations, tilesets, levels, 5 engines.

Available components

70 Trust /100
Trust breakdown (6 categories)

How this component scores in each security and reliability category. Every signal is checked automatically against the live server, and we only credit what we can confirm. How we score →

Endpoint Security80
Transport & Reachability100
Schema Quality & AI Usability67
  • AI-judged instruction clarity (excellent).Pass
  • Context-footprint check failed: tool/resource definitions use about 10058 tokens (~245/item across 41 items; 41 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
  • Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management10
  • Stability observed for 3 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
  • 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
  • 100% of tool parameters carry a description.Pass
Capabilities60
  • Spec-recency check failed: implements MCP spec 2025-06-18; the latest is 2026-07-28. See how to fix → Fail
Install

Add this component to your MCP client. Where a client-specific snippet is available, pick your client below and copy it straight into your config; otherwise use the connection detail shown.

remote · spriteship.com

# add to Claude Code
claude mcp add --transport http com-spriteship-spriteship https://spriteship.com/mcp
# ~/.codex/config.toml
[mcp_servers.com-spriteship-spriteship]
url = "https://spriteship.com/mcp"
// opencode.json
{
  "$schema": "https://opencode.ai/config.json",
  "mcp": {
    "com-spriteship-spriteship": {
      "type": "remote",
      "url": "https://spriteship.com/mcp",
      "enabled": true
    }
  }
}
# add to OpenClaw
openclaw mcp add com-spriteship-spriteship --url https://spriteship.com/mcp --transport streamable-http
# ~/.hermes/config.yaml
mcp_servers:
  com-spriteship-spriteship:
    url: "https://spriteship.com/mcp"
// mcp.json
{
  "mcpServers": {
    "com-spriteship-spriteship": {
      "type": "http",
      "url": "https://spriteship.com/mcp"
    }
  }
}

The mcpServers block is a cross-client convention. Remote transports vary, so check your client's docs.

Changelog

Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.

  • 17 Aug 26 +1
    • Tool “generate_character_animation” rewrote its description, which is the text the model reads security
    • New tool “phase_split” functional
    • New tool “rematte_animation” functional
    • “generate_character_animation” added an optional parameter “mirrorAnims” cosmetic
  • 16 Aug 26 0
    • Tool “get_project” rewrote its description, which is the text the model reads security
  • 15 Aug 26 +1
    • Stability: unverified → 0.03 functional
  • 14 Aug 26 68

    First indexed and scored.

Diagnostics

Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.

Captured 17 Aug 2026 · Probed https://spriteship.com/mcp

TLS valid

Negotiated TLS 1.3 with TLS_AES_128_GCM_SHA256 .

Subject Issuer Valid from Valid until Key Signature Serial
CN=spriteship.com CN=YE1,O=Let's Encrypt,C=US 19 Jul 2026 17 Oct 2026 ECDSA 256 ECDSA-SHA384 5413b0b423510fc915b63643157a29472f4
SANs: *.spriteship.com, spriteship.com
CN=YE1,O=Let's Encrypt,C=US (CA) CN=Root YE,O=ISRG,C=US 3 Sept 2025 2 Sept 2028 ECDSA 384 ECDSA-SHA384 5ddd70dd31f801c85c186a7a04b80afe
CN=Root YE,O=ISRG,C=US (CA) CN=ISRG Root X2,O=Internet Security Research Group,C=US 13 May 2026 2 Sept 2032 ECDSA 384 ECDSA-SHA384 872165fc34b6e5fba8add5b3705fb53a
CN=ISRG Root X2,O=Internet Security Research Group,C=US (CA) CN=ISRG Root X1,O=Internet Security Research Group,C=US 13 May 2026 2 Sept 2032 ECDSA 384 SHA256-RSA 6c8f1dc727c7117f7baf853ac980f9cd
DNSSEC insecure

Validation of spriteship.com. Not signed

Zone DS Keys Algorithms Outcome
. trust_anchor 20326, 38696 8, 8 Verified
com. present 19718 13 Verified
spriteship.com. absent Unsigned (proven) parent-signed NSEC/NSEC3 proves an unsigned delegation
Authentication No authorisation required

The endpoint answered without asking for a token. Anyone who knows the URL can reach it.

Result No authorisation required
HTTP status 200
Header Value
strict-transport-security max-age=31536000; includeSubDomains
x-content-type-options nosniff
x-frame-options DENY
referrer-policy strict-origin-when-cross-origin
Transports 2 probes
Transport URL Outcome Status Location
streamable-http https://spriteship.com/mcp Verified 200
http (plaintext) http://spriteship.com/mcp HTTPS enforced 302 https://spriteship.com/mcp
MCP tools · 41 exposed · ~9,810 tokens

The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability.

Tool Tokens
animate_asset ~461

PAID (image-to-video, cost scales with duration × pair count). Animate ANY asset type — the animation lands on the source asset and its still image is preserved. For grid assets (tileset/staged) pass pairs of tile indices; a self-loop { from: n, to: n } makes one tile loop seamlessly. ASK THE USER WHICH STAGES FIRST. Call get_asset, describe the tiles you can see, and get an explicit answer on which is the START and which is the END before you spend. "Animate the treasure box" does not tell you whether they mean closed→open, open→closed, or the lid alone, and guessing wrong bills them for a clip they cannot use. The server rejects a grid animate with no pairs (400) precisely so that this choice is always made deliberately — do not satisfy it by defaulting to 0→last. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

NameTypeReqDescription
assetIdstringyesAsset id or slug.
closeLoopbooleanSingle-image assets — reuse the start frame as the end frame so the clip loops.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
durationSecondsnumberClip length, clamped server-side to 2-10s.
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
iterationIdstringyesRevision (iteration) id to animate.
motionHintstringExtra motion guidance folded into the prompt.
pairsarrayGrid assets only — which tile transitions to animate. Omit for single-image assets.
videoModelstringOverride the video model.

No output schema declared.

No examples provided.

cancel_job ~55

FREE. Abort a running job. Outstanding credit charges for the aborted work are refunded automatically. Use this when a generation is clearly going wrong rather than letting it run to completion.

NameTypeReqDescription
jobIdstringyesJob id to cancel.

No output schema declared.

No examples provided.

create_animation_from_pose ~150

FREE, no AI. Promote a pose into a real 1-frame animation (a still/idle) that is scaled to match the character's other animations and exports to every engine. Pass poseId "__idle__" to use the character's default image when it has no poses. Returns a jobId — poll get_job.

NameTypeReqDescription
characterIdstringyesCharacter id.
displayNamestringHuman-facing label.
fpsintegerPlayback fps.
newIdstringSlug for the new animation ([A-Za-z0-9_-]).
poseIdstringyesPose id, or "__idle__" for the character's default image.

No output schema declared.

No examples provided.

create_asset ~1,264

tileset and staged REQUIRE gridRows+gridCols (e.g. 4x4) — ask the user how many tiles or stages they want. PAID (one image call). Creates a NEW asset from a prompt, in any of the six types: static (a single sprite/prop), tileset (a grid of tiles), staged (one subject in N stages, the input to animate_asset), background (scenery), terrain (a 3×3 auto-tiling sheet), texture (a seamless material). projectId is REQUIRED — the project supplies gameType, which decides how the art is drawn, and keeps the asset findable in the web app. Set gridRows:2 + gridCols:2 on a static asset to get FOUR variations for the price of ONE call; texture always produces four. A fan-out create returns one jobId — the four asset ids appear in get_job as gridAssetIds once the job finishes. Terrain has NO per-tile edit path: revising a terrain asset regenerates the whole sheet. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId, assetId } — poll get_job. For tileset and staged, finish by calling get_asset and checking `grid.complete`: a grid sheet can cut wrong while the job still reports done, and that is the only place it shows up.

NameTypeReqDescription
aspectRatiostringBACKGROUND only — OPTIONAL, and best left unset: the server applies the recommended ratio for the chosen sub-type (e.g. 21:9 for a parallax layer, 1:1 for a ground fill), which is what the web wizard…
assetTypestringyesstatic = one sprite/prop; tileset = a grid of related tiles; staged = one subject in N progressive stages (the input animate_asset expects); background = scenery, never a game object; terrain = auto-…
backgroundResolutionstringBACKGROUND only — output tier (default 2K). 4K costs more.
bgTypestringREQUIRED for assetType "background" — the sub-type, and it must be legal for the view: platformer → parallax_far/parallax_mid/parallax_near/platform_scene/static_backdrop/scrolling_backdrop; topdown…
bgViewTypestringBACKGROUND only — which view the background is drawn for. Defaults to the project gameType.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
gridColsintegerGrid columns — see gridRows.
gridRowsintegerREQUIRED for tileset and staged — they are split into a grid, and without it the image is generated ungridded and every tile comes out cut. Optional elsewhere; on static, 2x2 means four variations fr…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
imageModelstringOverride the image model.
namestringDisplay name (defaults to the prompt).
perspectivestringTERRAIN only — camera perspective. Defaults from the project gameType.
projectIdstringyesREQUIRED. Owning project (create_project / list_projects). Supplies gameType + default style.
promptstringyesWhat to generate. Describe the subject, not the art style — style comes from the project.
referenceAssetUrlsarrayUp to 4 reference image URLs to condition the generation. URLs only — raw base64 is rejected on this surface.
runtimeUsestringSTATIC only (texture is locked to repeat_fill server-side). Declares how the art is meant to be rendered — particle_emitter, deformable_strip, nine_slice, shader_effect, path_follow — which changes t…
slugstringStable handle used by every /assets/:id call ([a-z0-9-]). Auto-derived from the name when omitted.
stylestringOverride the project's art style for this asset only.
targetTileSizeintegerOutput tile side in px (16-512).
textureKindstringTEXTURE only — fill = uniform material tiling in all directions (walls/floors/ground); strip = has a directional top surface and repeats left↔right (platformer platforms). Defaults per gameType. Crea…
tileSizenumberTERRAIN only — output tile size in px (64, 128 or 256).

No output schema declared.

No examples provided.

create_character ~600

PAID (~150 credits). Generate a NEW character from a text prompt. This is the entry point for building art from nothing — call create_project first if the user has no project. IMAGE ONLY: it produces the character still, not animations. Animation is a separate explicit step (generate_character_animation for a walk cycle, generate_character_turn for the 360 rotation), because animating costs several times more and the user should choose it. SET gridRows:2 AND gridCols:2 TO GET FOUR DESIGN VARIATIONS FOR THE SAME PRICE — one image call is split into four separate characters. That is almost always the right call for a first attempt: show the user all four and let them pick. Returns { jobId, expectedCharacterCount } — poll get_job; on status:"done" its characterIds and characterPreviews tell you which characters exist and what they look like. gameType is inherited from the project, never passed here (isometric projects create TOP-DOWN characters — the working directional pipeline; the character reads gameType:"topdown" afterwards). DEFAULTS TO A COST PREVIEW — see the dryRun argument.

NameTypeReqDescription
cameraAnglenumberCamera elevation in degrees — only meaningful for angled top-down projects.
characterImageSizestringAspect ratio of the generated image. Omit for the game-type default.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
gridColsnumberSet to 2 together with gridRows:2 for the 4-variation grid.
gridRowsnumberSet to 2 together with gridCols:2 for the 4-variation grid. Same cost as one image.
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
imageModelstringOverride the image model. Omit unless the user asked for a specific one.
projectIdstringyesREQUIRED. The project the character belongs to — it supplies gameType and the default style.
promptstringyesWhat the character is, e.g. "a plague doctor with a lantern". Describe the subject, not the art style.
referenceAssetUrlsarrayURLs of existing images to steer the design. URLs only — base64 is rejected by the API.
stylestringArt-style override. Omit to inherit the project's style — usually correct, since a project should look consistent.

No output schema declared.

No examples provided.

create_project ~222

FREE and SYNCHRONOUS (no jobId — do not poll). Creates the container everything else needs: characters and assets are created INSIDE a project, and the project's gameType is what decides how they are drawn and animated. Also seeds a starter level map, so the game preview has something real to render immediately. Call list_projects first — reuse an existing project rather than making a near-duplicate.

NameTypeReqDescription
descriptionstringOptional project description. Feeds the prompt context for later generations.
gameTypestringyesREQUIRED and permanent for everything in the project. platformer = side view with gravity; topdown = 4/8-direction overhead-ish (Zelda-like); topdown_overhead = straight down; isometric = 2:1 diamond…
namestringyesProject name shown in the dashboard.
stylestringOptional art-style id applied as the default for generations in this project.

No output schema declared.

No examples provided.

duplicate_animation ~115

FREE, no AI. Clone an animation under a new slug so you can curate a DIFFERENT frame subset on the copy — e.g. duplicate walk_right, then select_frames down to one frame to get a directional idle. The original is untouched. Returns a jobId — poll get_job.

NameTypeReqDescription
animationstringyesSource animation slug.
characterIdstringyesCharacter id.
newIdstringSlug for the copy ([A-Za-z0-9_-], default "<source>_copy").

No output schema declared.

No examples provided.

export_map ~73

Engine-ready map JSON built from the SAVED level data, with custom-field values baked in. For the zip bundle (per-tile PNGs, loader scripts, tileset files) use get_export_command instead.

NameTypeReqDescription
enginestringTarget engine (default tiled).
mapIdstringyesMap id.

No output schema declared.

No examples provided.

fix_asset_seams ~277

PAID (~100 credits, one image-to-image call). Make a texture tile seamlessly. Textures are created as raw grid cells, so CHECK get_asset first: metadata.seamless.seamMetric.pass is a FREE verdict on whether this cell already tiles cleanly, and metadata.seamless.fixed tells you if it was already fixed. Do not spend on a cell that passes. The fix lands as a new current revision. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

NameTypeReqDescription
assetIdstringyesTexture asset id or slug.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
iterationIdstringyesRevision (iteration) id to fix.

No output schema declared.

No examples provided.

frame_animation ~251

FREE, and NO AI AT ALL — no video model, no credits, nothing to approve. The tiles of a tileset/staged asset ARE the frames: give the tile indices in playback order (repeats allowed) and they are composited into a real spritesheet animation on that asset, exportable to every engine. This is how you animate a coin flip, a flickering torch or a chest opening WITHOUT paying for image-to-video. Try this before animate_asset whenever the motion already exists across the tiles. Returns a jobId — poll get_job.

NameTypeReqDescription
assetIdstringyesAsset id or slug (must be a grid asset: tileset or staged).
fpsintegerPlayback fps (1-30, default 12).
frameIndicesarrayyesTile indices in playback order, e.g. [0,1,2,3,2,1]. At least 2, at most 120. Repeats are allowed — that is how you hold or ping-pong a frame.
iterationIdstringyesRevision (iteration) id whose tiles are the frames.
namestringLabel for the animation (default "Frames").

No output schema declared.

No examples provided.

generate_character_animation ~587

PAID, and the cost MULTIPLIES BY THE NUMBER OF ANIMATIONS (each is its own image-to-video call, ~400 credits at defaults). This is real motion — a walk cycle, an attack, an idle bob — not the 1-frame still that create_animation_from_pose produces. Read the character's gameType and use the standard animation names for it (get_character shows what already exists); a name that already exists is REGENERATED. Ask the user which animations they want before spending: 4 animations cost 4x. If the character came from a 2x2 create, there are FOUR siblings and animating is per-character: show the user the characterPreviews from get_job and have them pick one before you spend. For multi-direction sets, mirrorAnims gives you FREE flipped copies of a direction generated in the same call (walk_left from walk_right) — prefer a real generation when the character is asymmetric, because a held item switches sides under a mirror. Returns { jobId, animations } — poll get_job. A prompt that composes too long for the model is rejected with PROMPT_TOO_LONG before anything is charged, and the response names the animation to shorten. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

NameTypeReqDescription
animDurationsobjectPer-animation clip length in seconds (2-10). Longer clips cost more.
animPromptsobjectPer-animation extra guidance, keyed by animation slug. Folded into that animation's composed prompt.
animationsarrayyesAnimation slugs to generate, e.g. ["walk_right","idle"]. REQUIRED — each one is a separate paid video call.
characterIdstringyesCharacter id.
customAnimsobjectDefine animations that are NOT part of the game type's standard set, keyed by the new slug.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
mirrorAnimsobjectFREE mirrored copies, keyed newName → sourceName (e.g. { "walk_left": "walk_right" }). The source must be in this call's animations list; its fresh frames are flipped in the same job at no extra cost.
videoModelstringOverride the video model.

No output schema declared.

No examples provided.

generate_character_turn ~421

PAID (~400 credits — ONE 2-second rotation video). Spins the character through a full 360 so the sprite exists from every side; its frames are also what the directional-pose extractor reads, which is what makes top-down characters usable in more than one facing (isometric projects use top-down characters). ONLY topdown and isometric characters are supported — any other game type errors 400 TURN_NOT_SUPPORTED (topdown_overhead: the engine rotates the sprite image; platformer/point_and_click: side/front views, mirror instead). Lands as the animation "turn", or "turn_<seedPoseId>" when seeded from a pose. It 409s (ANIMATION_EXISTS) if that animation already exists — pass regenerate:true to replace it, which also clears the cached frames so you actually get new output. It also 409s (ENTITY_BUSY) while ANY other job is running on the character, because it rebuilds the spritesheet: poll that job first. Returns { jobId, animation } — poll get_job. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

NameTypeReqDescription
characterIdstringyesCharacter id.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
regeneratebooleanReplace an existing turn animation instead of failing with ANIMATION_EXISTS.
seedPoseIdstringRotate a specific DONE pose instead of the character's default image. Lands as "turn_<poseId>".

No output schema declared.

No examples provided.

generate_pose ~278

PAID (~150 credits). Generate a new pose for a character from a text description. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { poseId } once executed; poses have no jobId, so poll list_character_poses until status is done or error.

NameTypeReqDescription
characterIdstringyesCharacter id.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
imageModelstringOverride the image model.
namestringyesShort pose name, e.g. "casting".
poseDescriptionstringyesWhat the character should be doing, e.g. "kneeling, shield raised".
referencePoseIdstringSeed from an existing DONE pose instead of the base image.

No output schema declared.

No examples provided.

generate_project_vision ~346

PAID but very cheap (one Gemini call) and SYNCHRONOUS — the result comes back in this response, there is no jobId to poll. Turns a rough game idea into { aiVision, aiPromptGuidance, aiNegativeGuidance }: a written creative direction plus the positive/negative guidance to reuse in later prompts, which is what keeps a whole project visually consistent instead of every asset drifting. Stores NOTHING — feed the wording into create_project (description/style) and into your own prompts. DEFAULTS TO A COST PREVIEW — see the dryRun argument.

NameTypeReqDescription
descriptionstringThe idea in the user's own words: setting, mood, mechanics.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
gameTypestringyesThe view the game is played in — the brief is written for it.
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
namestringyesWorking title of the game.
referencesarrayUp to 6 tagged reference images the model can look at.
stylestringArt style, if the user already has one in mind.

No output schema declared.

No examples provided.

get_asset ~300

One asset with its revision iterations and typed animation projection. Accepts the asset id OR its slug. Texture assets carry metadata.seamless.seamMetric (a FREE wrap-edge verdict) and metadata.seamless.fixed — read seamMetric.pass to decide whether a cell needs the paid fix_asset_seams call at all. For tileset/staged/terrain the `grid` block reports how the sheet was actually cut — rows, cols, tileCount, cell size, one url per cell, and the engine-ready sidecars. After creating one, COMPARE `grid.rows`/`grid.cols`/`grid.tileCount` AGAINST THE GRID YOU REQUESTED — that comparison is the real check, because the sheet can cut wrong while the job still reports done. Do not rely on `grid.complete` alone: it only verifies the server is self-consistent (tileCount === rows × cols), so a sheet cut on dims nobody asked for still reads as complete. `grid.tiles[].url` gives you any single cell on its own if you want to look. `grid.dimsAssumed: true` means no grid was specified and the splitter invented one — treat those dims as untrustworthy. Backgrounds carry a `background` block echoing the sub-type, view and the aspect ratio actually generated — read it back to confirm the shape when you left aspectRatio unset.

NameTypeReqDescription
assetIdstringyesAsset id or slug.

No output schema declared.

No examples provided.

get_character ~87

The full PhaserCharacter JSON: animations, frameSize, gameType, per-group atlas + spritesheet URLs, poses and mount points. Every binary URL is presigned and expires in ~1h — download immediately, never store or commit one. This is the same payload the in-app game preview consumes, so it is always a correct export.

NameTypeReqDescription
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

get_character_manifest ~60

The self-describing export contract (tizo-export.json manifest + its JSON Schema) without downloading the zip. Use this to learn the file inventory and field meanings before wiring an export into a game project.

NameTypeReqDescription
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

get_credits ~325

Current credit balance, and optionally the recent ledger. Every ledger entry carries apiKeyId/apiKeyName so you can see exactly what THIS key spent. Check the balance before proposing any paid generation. When the balance will not cover what the user wants, say what IS affordable rather than only that they are short — "1200 for all three animations, you have 900, so two now or top up for all three" is the useful answer. Two different walls exist and they need OPPOSITE advice: running out of BALANCE is fixed by buying credits (the 402 carries a topUpUrl — send that link, never quote prices, they change), while hitting the key's DAILY SPEND CAP is not a money problem at all — the credits are already in the account, and the fixes are raising the cap or waiting for resetsAt. Never suggest a purchase for a cap trip. If the user asks HOW to raise the cap: the 403 carries capSettingsUrl — give them that link and tell them to edit the key there. YOU cannot change it, by design: the cap edit needs a logged-in session and is unreachable with an API key, because a key that could raise its own cap would not be a cap. Do not retry hoping it passes, and do not ask them to paste credentials.

NameTypeReqDescription
apiKeyIdstringFilter ledger entries to one key (UUID).
includeLedgerbooleanAlso return recent ledger entries.
limitintegerMax items to return (default 100, max 500).

No output schema declared.

No examples provided.

get_custom_fields ~96

Typed custom-field definitions for a character or asset, plus the derived builtins ($animation for characters, $autoplay/$loop for animated assets). Per-placement VALUES ride on get_map; map exports bake resolved values and ship fields-schema.json. Read-only here — definitions are edited in the dashboard.

NameTypeReqDescription
entityIdstringyesCharacter id, or asset id/slug.
kindstringyesWhich entity table to read.

No output schema declared.

No examples provided.

get_export_command ~147

Build the authenticated download URL + a ready-to-run curl line for a zip export (character engine bundle, asset bundle, or map bundle). Run the curl in your own shell — zips are multi-MB binaries and must not be passed through the model. Requires SPRITESHIP_API_KEY to be set in that shell.

NameTypeReqDescription
enginestringyesTarget engine. "tiled" is maps only; sprites have no Tiled emitter.
entityIdstringyesCharacter id, asset id/slug, or map id.
sizestringCharacters only — narrow a phaser zip to one downscale variant.
targetstringyesWhat to export.

No output schema declared.

No examples provided.

get_frames ~213

Presigned per-frame thumbnails for a character animation or an asset motion pair — never inline base64. Use format:"sheet" to get ONE index-labeled contact sheet, which lets you judge a whole capture in a single look; that is the intended way to pick which frames to keep before calling select_frames.

NameTypeReqDescription
animationstringAnimation slug — required when target=character.
entityIdstringyesCharacter id (target=character) or asset id/slug (target=assetPair).
formatstring"sheet" returns one labeled contact sheet.
indicesstringComma-separated frame indices to subset, e.g. "0,4,8".
pairIdstringMotion pair id — required when target=assetPair.
sizeMax thumbnail edge (default 256, cap 1024). "full" opts out of downscaling.
targetstringyesFrames of a character animation, or of an asset motion pair.

No output schema declared.

No examples provided.

get_job ~307

Poll a background job. Every write tool that returns a jobId is polled here. On status:"error" the response is enriched with creditsRefunded and retryCost, so you can tell the user exactly what a retry costs. Poll every few seconds — generations routinely take minutes. THIS IS HOW YOU LEARN WHAT A CREATE CALL MADE: characterIds / assetIds list the entities this job produced — ONE normally, FOUR when create_character ran with the 2x2 variation grid — and on status:"done" characterPreviews carries a presigned image per character so you can show the user the options and let them pick. queued:true means it has not started yet (waiting for a slot) and has spent nothing. On any TERMINAL status (done or error) the response carries a `credits` block — { charged, refunded, net, balance, spendCapDaily, spentLast24h, capRemaining }. TELL THE USER `credits.net` AND `credits.balance` when the work finishes, in one short line. Report `net`, never your own pre-flight estimate: the two differ routinely — a 2x2 grid is ONE charge for four entities and failed steps are refunded — so quoting the estimate can report a cost that never happened. Do NOT attach a purchase suggestion to a successful generation; only raise buying credits when a call is actually blocked or the balance will not cover what the user asked for next.

NameTypeReqDescription
jobIdstringyesJob id.

No output schema declared.

No examples provided.

get_map ~49

A map row plus its saved level data (layers, placements, per-placement custom-field values). Returns mapData:null when the map has never been saved.

NameTypeReqDescription
mapIdstringyesMap id.

No output schema declared.

No examples provided.

get_project ~81

One project with its description, registered mount slots, and assetSuggestions — premade AI prompt ideas per entity type (character + the 6 asset types), tailored to the project's vision. Use them as ready-made prompts when creating characters/assets. May be null right after create (generated asynchronously — re-fetch to read).

NameTypeReqDescription
projectIdstringyesProject id.

No output schema declared.

No examples provided.

list_assets ~136

Assets (static / tileset / staged / background / terrain / texture) with slug, hasAnimation, updatedAt, tags and favourite. hasAnimation is data-derived: ANY asset type can carry an animation, so never infer it from the type.

NameTypeReqDescription
limitintegerMax items to return (default 100, max 500).
namestringCase-insensitive substring filter on the name.
projectIdstringRestrict to one project.
slugstringExact slug match (a slug is an identifier — no partial hits).
typestringFilter by asset type.

No output schema declared.

No examples provided.

list_character_poses ~82

All poses on a character: { id, name, prompt, status pending|done|error, url, pendingSince, errorCode, creditsRefunded }. This is the poll target after generate_pose — pose generation has no job id. A pose still pending long after pendingSince is stalled, not working.

NameTypeReqDescription
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

list_characters ~108

Characters with the re-sync signals: contentVersion (opaque change token — compare for equality, never parse or order), hasActiveJob, apiReady, pose/animation counts, tags, favourite. Persist contentVersion per character and re-fetch only when it changes.

NameTypeReqDescription
limitintegerMax items to return (default 100, max 500).
namestringCase-insensitive substring filter on the name.
projectIdstringRestrict to one project.

No output schema declared.

No examples provided.

list_maps ~66

Level-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.

NameTypeReqDescription
limitintegerMax items to return (default 100, max 500).
projectIdstringRestrict to one project.

No output schema declared.

No examples provided.

list_projects ~93

All of the user's projects: { id, name, gameType, style, itemCount, createdAt, updatedAt }. gameType (platformer / topdown / topdown_overhead / isometric / point_and_click) determines how every character and asset in the project is drawn and animated — read it before generating anything.

NameTypeReqDescription
limitintegerMax items to return (default 100, max 500).

No output schema declared.

No examples provided.

mirror_animation ~132

FREE, no AI. Flip every cached frame of ONE animation horizontally and rebuild it — the cheap way to get walk_left from walk_right. NOT idempotent: calling it twice flips the animation back to its original orientation, so call it once and check the result before calling again. Frame count and order are preserved, so any frame selection stays valid. To keep BOTH directions, call duplicate_animation first and mirror the copy. Returns { jobId, mirrored } (frames flipped) — poll get_job.

NameTypeReqDescription
animationstringyesAnimation slug to flip in place.
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

phase_split ~174

FREE, no AI. Carve ONE multi-state clip into separate game-phase animations by frame windows — the classic case is a jump becoming crouch/rise/fall/land, with fall looping while airborne and the rest playing once. Each phase becomes a real exportable animation; the source animation is untouched. Jump-family animations often carry a ready-made suggestion: get_character → animations[<anim>].phaseProposal — pass its phases through verbatim. Frame windows index the FULL capture. Returns { jobId, created } — poll get_job.

NameTypeReqDescription
animationstringyesSource animation slug (e.g. "jump").
characterIdstringyesCharacter id.
phasesarrayyes2-6 phase windows. animations[<anim>].phaseProposal from get_character usually supplies these verbatim.

No output schema declared.

No examples provided.

rebuild_character ~141

FREE, no AI. Re-render every spritesheet, atlas and export of a character from its durable cached frames. This is the repair/refresh tool: use it when a sheet looks stale or wrong after a series of edits, or when a previous rebuild failed. It never re-generates art, so it cannot change what the character looks like — only how the frames are packed and normalized. Always rebuilds ALL animations: heights are normalized ACROSS animations, so rebuilding a subset would size that subset against itself and make animations drift apart on screen. Takes no options. Returns a jobId — poll get_job.

NameTypeReqDescription
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

regen_asset_pair ~284

PAID (~400 credits at defaults). Re-run video generation for a SINGLE motion pair of an animated asset, leaving its other pairs alone. The new take lands as an additional iteration on that pair — earlier takes are preserved. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

NameTypeReqDescription
assetIdstringyesAsset id or slug.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
durationSecondsnumberInforms the cost estimate only — the dispatched job uses the pair's own duration.
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
motionPromptstringReplacement motion prompt for this take.
pairIdstringyesMotion pair id (from get_asset).
videoModelstringOverride the video model.

No output schema declared.

No examples provided.

rematte_animation ~192

FREE, no AI. Try a cleaner background removal on ONE animation's source video — the repair for a quality read showing deliveredIssues containing "matte" (green fringe, flickering holes, ragged edges). The cleaner version is kept ONLY if it measures better, so this can never make the animation worse; the motion itself is unchanged. One attempt per capture: if the same frames were already tried (matteRepair stamp), a repeat call is a cheap re-check + free re-render — regenerate the animation for a fresh take instead. Fails with SOURCE_VIDEO_EXPIRED when the source video aged past its 30-day retention. Returns { jobId } — poll get_job, then re-read the character's quality block: "matte" gone = the cleaner version shipped.

NameTypeReqDescription
animationstringyesAnimation slug to re-matte in place.
characterIdstringyesCharacter id.

No output schema declared.

No examples provided.

reprocess_asset ~281

FREE and SYNCHRONOUS (no jobId — do not poll), no AI. Re-run the grid split on a tileset or staged asset revision using its STORED original image, so you can change how the sheet is CUT without paying for a new generation: anchor (where each sprite sits in its cell), per-cell nudges, and a per-cell inset. Omitted fields keep the revision's current values; send cellOffsets:[] or cellInset:0 to clear. tileset and staged ONLY — other types have no grid, and terrain has no re-cut path at all (it is alpha-split from one sheet; iterate it with revise_asset instead). Returns a grid summary; call get_asset afterwards for fresh presigned tile URLs.

NameTypeReqDescription
anchorstringWhere each sprite is placed inside its cell. "bottom-middle" is the default for sprites that stand on the ground.
assetIdstringyesAsset id or slug (tileset or staged).
cellInsetintegerPixels shaved off every side of each cell, to drop neighbouring bleed (0-32). Pass 0 to clear.
cellOffsetsarrayPer-cell pixel nudges, in tile-index order. Pass [] to clear all nudges.
iterationIdstringyesRevision (iteration) id to re-cut.

No output schema declared.

No examples provided.

retry_job ~326

PAID (only for the sub-steps that still need to run). Re-runs the FAILED step of a job whose status is "error" — the prompt, model and every setting are already on the job, so this is the cheap way out of a failure instead of creating the whole thing again. Work that already succeeded is NOT redone or re-charged: a generation that failed after its image landed reuses the paid result. get_job on an errored job reports retryCost, and the dryRun quote here is that same number. A non-retryable phase answers 400 JOB_NOT_RETRYABLE — some late phases hold partially-committed state and deliberately have no blanket retry. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

NameTypeReqDescription
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
jobIdstringyesId of a job whose status is "error" (from get_job).

No output schema declared.

No examples provided.

revise_asset ~324

PAID. Generate a new revision of an asset from feedback text. The previous revision is kept — revisions are additive, never destructive. Terrain assets also accept templateId to pull a whole category pack (edges / grounds / props / slopes / textures / structures). DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

NameTypeReqDescription
assetIdstringyesAsset id or slug.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
imageModelstringOverride the image model.
promptstringWhat to change. Required unless templateId is given (terrain).
sourceIterationIdstringRevise from a specific earlier revision instead of the current one.
templateIdstringTerrain only — generate a focused category pack.
textureKindstringTexture only — 4-way seamless fill, or a directional left-right strip. Defaults to the asset's existing kind.

No output schema declared.

No examples provided.

select_frames ~195

FREE, no AI. Curate which frames an animation keeps, by index into the full capture, in order. Pass an empty array to reset to all frames. Non-destructive: the full capture is retained, so you can re-select at any time. Use get_frames with format:"sheet" first to choose indices. Returns a jobId — poll get_job.

NameTypeReqDescription
animationstringAnimation slug — required when target=character.
compositingobjectCharacters only — apply scale/offset in the same rebuild.
entityIdstringyesCharacter id (target=character) or asset id/slug (target=assetPair).
framesarrayyesOrdered frame indices to keep. Empty array resets to the full capture.
pairIdstringMotion pair id — required when target=assetPair.
targetstringyesA character animation, or an asset motion pair.

No output schema declared.

No examples provided.

set_asset_runtime_intent ~175

FREE and SYNCHRONOUS (no jobId — do not poll). Declare how an asset revision should be rendered at runtime: plain_image, particle_emitter, deformable_strip, repeat_fill, nine_slice, shader_effect or path_follow. The intent and its config flow into every engine export made AFTER this edit. Set tileIndex to target one tile of a tileset/staged asset.

NameTypeReqDescription
assetIdstringyesAsset id or slug.
configobjectIntent-specific config. Validated and clamped server-side; unknown keys are dropped.
iterationIdstringyesRevision (iteration) id to stamp.
runtimeUsestringyesThe render intent. plain_image clears any previous intent.
tileIndexintegerTarget one tile (tileset/staged only).

No output schema declared.

No examples provided.

suggest_motion_hint ~277

PAID but very cheap (one Gemini call) and SYNCHRONOUS — returns { hint, cost } inline, no jobId. Reads a STAGED asset's prompt plus the stage pairs you intend to animate and writes the one-sentence motion description to pass as animate_asset's motionHint. Use it when you are about to spend ~400 credits on video and are unsure what to write: a few credits here protects that spend. Staged assets only — any other type answers 400.

NameTypeReqDescription
assetIdstringyesStaged asset id or slug.
dryRunbooleanDEFAULTS TO TRUE. While true this returns only a cost quote ({ estimatedCredits, balance, spendCapDaily, spentLast24h, capRemaining }) and executes nothing. Show the user estimatedCredits and get an…
idempotencyKeystringOptional Idempotency-Key for the real (dryRun:false) call. Omit and one is minted per call. Reuse the SAME value when retrying a call that failed with ENTITY_BUSY / 402 / 429 so the retry cannot doub…
pairsarrayThe stage transitions you plan to animate — context for the hint, nothing is generated from them.

No output schema declared.

No examples provided.

whoami ~59

Verify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes }. Call this first when a tool fails with a scope error — the scopes array tells you what this key can and cannot do.

Input schema present but exposes no named parameters.

No output schema declared.

No examples provided.